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Mod civ not showing up on leader selection screen

Scissor_fingers

Chieftain
Joined
Jul 31, 2016
Messages
10
Location
Texas
So i finished up my first mod and I tried to test it out and play it in game, but for some reason it isnt appearing on the civ roster even after I enabled it on the mod selection screen.

I suspect its something to do with my UU and UB not replacing actual things, but I dont know what exactly I did wrong.

Can someone please help me find out where I messed up?

Here's the UU code

Code:
<GameData>
  <Units>
    <Row>
      <Type>UNIT_RED_FLEET_JUNK</Type>
      <Description>TXT_KEY_UNIT_RED_FLEET_JUNK</Description>
      <Civilopedia>TXT_KEY_CIVILOPEDIA_UNITS_RENAISSANCE_RED_FLEET_JUNK_TEXT</Civilopedia>
      <Strategy>TXT_KEY_UNIT_RED_FLEET_JUNK_STRATEGY</Strategy>
      <Help>TXT_KEY_UNIT_HELP_RED_FLEET_JUNK</Help>
      <Requirements></Requirements>
      <Combat>22</Combat>
      <Cost>150</Cost>
      <FaithCost>0</FaithCost>
      <RequiresFaithPurchaseEnabled>0</RequiresFaithPurchaseEnabled>
      <Moves>6</Moves>
      <Immobile>0</Immobile>
      <Range>0</Range>
      <BaseSightRange>2</BaseSightRange>
      <Class>UNITCLASS_PRIVATEER</Class>
      <Special></Special>
      <Capture></Capture>
      <CombatClass>UNITCOMBAT_NAVALMELEE</CombatClass>
      <Domain>DOMAIN_SEA</Domain>
      <CivilianAttackPriority></CivilianAttackPriority>
      <DefaultUnitAI>UNITAI_PIRATE_SEA</DefaultUnitAI>
      <Food>0</Food>
      <NoBadGoodies>0</NoBadGoodies>
      <RivalTerritory>0</RivalTerritory>
      <MilitarySupport>1</MilitarySupport>
      <MilitaryProduction>1</MilitaryProduction>
      <Pillage>1</Pillage>
      <PillagePrereqTech></PillagePrereqTech>
      <Found>0</Found>
      <FoundAbroad>0</FoundAbroad>
      <CultureBombRadius>0</CultureBombRadius>
      <GoldenAgeTurns>0</GoldenAgeTurns>
      <FreePolicies>0</FreePolicies>
      <OneShotTourism>0</OneShotTourism>
      <OneShotTourismPercentOthers>0</OneShotTourismPercentOthers>
      <IgnoreBuildingDefense>0</IgnoreBuildingDefense>
      <PrereqResources>0</PrereqResources>
      <Mechanized>1</Mechanized>
      <Suicide>0</Suicide>
      <CaptureWhileEmbarked>0</CaptureWhileEmbarked>
      <PrereqTech>TECH_NAVIGATION</PrereqTech>
      <ObsoleteTech>TECH_COMBUSTION</ObsoleteTech>
      <GoodyHutUpgradeUnitClass></GoodyHutUpgradeUnitClass>
      <HurryCostModifier>20</HurryCostModifier>
      <AdvancedStartCost>50</AdvancedStartCost>
      <MinAreaSize>10</MinAreaSize>
      <AirInterceptRange>0</AirInterceptRange>
      <AirUnitCap>0</AirUnitCap>
      <NukeDamageLevel>-1</NukeDamageLevel>
      <WorkRate>0</WorkRate>
      <NumFreeTechs>0</NumFreeTechs>
      <BaseBeakersTurnsToCount>0</BaseBeakersTurnsToCount>
      <BaseCultureTurnsToCount>0</BaseCultureTurnsToCount>
      <RushBuilding>0</RushBuilding>
      <BaseHurry>0</BaseHurry>
      <HurryMultiplier>0</HurryMultiplier>
      <BaseGold>0</BaseGold>
      <NumGoldPerEra>0</NumGoldPerEra>
      <SpreadReligion>0</SpreadReligion>
      <RemoveHeresy>0</RemoveHeresy>
      <ReligionSpreads>0</ReligionSpreads>
      <ReligiousStrength>0</ReligiousStrength>
      <FoundReligion>0</FoundReligion>
      <RequiresEnhancedReligion>0</RequiresEnhancedReligion>
      <ProhibitsSpread>0</ProhibitsSpread>
      <CanBuyCityState>0</CanBuyCityState>
      <CombatLimit>100</CombatLimit>
      <RangeAttackOnlyInDomain>0</RangeAttackOnlyInDomain>
      <RangeAttackIgnoreLOS>0</RangeAttackIgnoreLOS>
      <Trade>0</Trade>
      <NumExoticGoods>0</NumExoticGoods>
      <RangedCombatLimit>0</RangedCombatLimit>
      <XPValueAttack>3</XPValueAttack>
      <XPValueDefense>3</XPValueDefense>
      <SpecialCargo></SpecialCargo>
      <DomainCargo></DomainCargo>
      <Conscription>0</Conscription>
      <ExtraMaintenanceCost>0</ExtraMaintenanceCost>
      <NoMaintenance>0</NoMaintenance>
      <Unhappiness>0</Unhappiness>
      <UnitArtInfo>ART_DEF_UNIT_RED_FLEET_JUNK</UnitArtInfo>
      <UnitArtInfoCulturalVariation>0</UnitArtInfoCulturalVariation>
      <UnitArtInfoEraVariation>0</UnitArtInfoEraVariation>
      <ProjectPrereq></ProjectPrereq>
      <SpaceshipProject></SpaceshipProject>
      <LeaderPromotion></LeaderPromotion>
      <LeaderExperience>0</LeaderExperience>
      <DontShowYields>0</DontShowYields>
      <ShowInPedia>1</ShowInPedia>
      <MoveRate>WOODEN_BOAT</MoveRate>
      <UnitFlagIconOffset>0</UnitFlagIconOffset>
      <PortraitIndex>2</PortraitIndex>
      <IconAtlas>CHING_ICON_ATLAS</IconAtlas>
      <UnitFlagAtlas>JUNK_FLAG</UnitFlagAtlas>
    </Row>
  </Units>

	<Unit_AITypes>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<UnitAIType>UNITAI_PIRATE_SEA</UnitAIType>
		</Row>
	</Unit_AITypes>
	<!-- Unit_Buildings -->
	<!-- Unit_BuildingClassRequireds -->
	<!-- Unit_ProductionModifierBuildings -->
	<!-- Unit_Builds -->
	<Unit_ClassUpgrades>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<UnitClassType>UNITCLASS_DESTROYER</UnitClassType>
		</Row>
	</Unit_ClassUpgrades>
	<Unit_FreePromotions>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<PromotionType>PROMOTION_COASTAL_RAIDER_1</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<PromotionType>PROMOTION_PRIZE_SHIPS</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<PromotionType>PROMOTION_LOGISTICS</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<PromotionType>PROMOTION_BOARDING_PARTY_1</PromotionType>
		</Row>
	</Unit_FreePromotions>
	<Unit_Flavors>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<FlavorType>FLAVOR_NAVAL</FlavorType>
			<Flavor>15</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<FlavorType>FLAVOR_OFFENSE</FlavorType>
			<Flavor>10</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<FlavorType>FLAVOR_DEFENSE</FlavorType>
			<Flavor>7</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<FlavorType>FLAVOR_NAVAL_RECON</FlavorType>
			<Flavor>2</Flavor>
		</Row>
	</Unit_Flavors>
	<!-- Unit_GreatPersons -->
	<!-- Unit_ResourceQuantityRequirements -->
	<!-- Unit_UniqueNames -->
	<Unit_YieldFromKills>
		<Row>
			<UnitType>UNIT_RED_FLEET_JUNK</UnitType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>20</Yield>
		</Row>
	</Unit_YieldFromKills>
	<!-- Unit_NotAITypes -->
	<!-- Unit_ProductionTraits -->
	<!-- Unit_TechTypes -->
	<!-- UnitPromotions_CivilianUnitType -->

	<Language_en_US>
		<Row Tag="TXT_KEY_UNIT_RED_FLEET_JUNK">
			<Text>Red Fleet Junk</Text>
		</Row>
		<Row Tag="TXT_KEY_CIVILOPEDIA_UNITS_RENAISSANCE_RED_FLEET_JUNK_TEXT">
			<Text>
				<!-- Add Civilopedia text here -->
			</Text>
		</Row>
		<Row Tag="TXT_KEY_UNIT_RED_FLEET_JUNK_STRATEGY">
			<Text>Weaker than standard privateer, but gains logistics promotion and gets gold bonus when capturing unit</Text>
		</Row>
		<Row Tag="TXT_KEY_UNIT_HELP_JUNK">
			<Text>Renaissance naval Unit. Only the Red Fleet Pirates may build it. Weaker than a normal privateer, this Unit has 2 attacks per turn and gains 20 gold per kill.</Text>
		</Row>
	</Language_en_US>
</GameData>


and for the UB

Code:
<GameData>
  <Buildings>
    <Row>
      <Type>BUILDING_GAMBLING_HOUSE</Type>
      <Description>TXT_KEY_BUILDING_GAMBLING_HOUSE</Description>
      <Civilopedia>TXT_KEY_CIV5_BUILDINGS_GAMBLING_HOUSE_TEXT</Civilopedia>
      <Strategy>TXT_KEY_BUILDING_GAMBLING_HOUSE_STRATEGY</Strategy>
      <Help></Help>
      <ThemingBonusHelp></ThemingBonusHelp>
      <Quote></Quote>
      <GoldMaintenance>1</GoldMaintenance>
      <MutuallyExclusiveGroup>-1</MutuallyExclusiveGroup>
      <TeamShare>0</TeamShare>
      <Water>0</Water>
      <River>0</River>
      <FreshWater>0</FreshWater>
      <Mountain>0</Mountain>
      <NearbyMountainRequired>0</NearbyMountainRequired>
      <Hill>0</Hill>
      <Flat>0</Flat>
      <FoundsReligion>0</FoundsReligion>
      <IsReligious>0</IsReligious>
      <BorderObstacle>0</BorderObstacle>
      <PlayerBorderObstacle>0</PlayerBorderObstacle>
      <Capital>0</Capital>
      <GoldenAge>0</GoldenAge>
      <MapCentering>0</MapCentering>
      <NeverCapture>0</NeverCapture>
      <NukeImmune>0</NukeImmune>
      <AllowsWaterRoutes>0</AllowsWaterRoutes>
      <ExtraLuxuries>0</ExtraLuxuries>
      <DiplomaticVoting>0</DiplomaticVoting>
      <AffectSpiesNow>0</AffectSpiesNow>
      <NullifyInfluenceModifier>0</NullifyInfluenceModifier>
      <Cost>200</Cost>
      <FaithCost>0</FaithCost>
      <LeagueCost>0</LeagueCost>
      <UnlockedByBelief>0</UnlockedByBelief>
      <UnlockedByLeague>0</UnlockedByLeague>
      <HolyCity>0</HolyCity>
      <NumCityCostMod>0</NumCityCostMod>
      <HurryCostModifier>10</HurryCostModifier>
      <MinAreaSize>-1</MinAreaSize>
      <ConquestProb>75</ConquestProb>
      <CitiesPrereq>0</CitiesPrereq>
      <LevelPrereq>0</LevelPrereq>
      <CultureRateModifier>0</CultureRateModifier>
      <GlobalCultureRateModifier>0</GlobalCultureRateModifier>
      <GreatPeopleRateModifier>0</GreatPeopleRateModifier>
      <GlobalGreatPeopleRateModifier>0</GlobalGreatPeopleRateModifier>
      <GreatGeneralRateModifier>0</GreatGeneralRateModifier>
      <GreatPersonExpendGold>0</GreatPersonExpendGold>
      <GoldenAgeModifier>0</GoldenAgeModifier>
      <UnitUpgradeCostMod>0</UnitUpgradeCostMod>
      <Experience>0</Experience>
      <GlobalExperience>0</GlobalExperience>
      <FoodKept>0</FoodKept>
      <Airlift>0</Airlift>
      <AirModifier>0</AirModifier>
      <NukeModifier>0</NukeModifier>
      <NukeExplosionRand>0</NukeExplosionRand>
      <HealRateChange>0</HealRateChange>
      <Happiness>2</Happiness>
      <UnmoddedHappiness>0</UnmoddedHappiness>
      <UnhappinessModifier>0</UnhappinessModifier>
      <HappinessPerCity>0</HappinessPerCity>
      <HappinessPerXPolicies>0</HappinessPerXPolicies>
      <CityCountUnhappinessMod>0</CityCountUnhappinessMod>
      <NoOccupiedUnhappiness>0</NoOccupiedUnhappiness>
      <WorkerSpeedModifier>0</WorkerSpeedModifier>
      <MilitaryProductionModifier>0</MilitaryProductionModifier>
      <SpaceProductionModifier>0</SpaceProductionModifier>
      <GlobalSpaceProductionModifier>0</GlobalSpaceProductionModifier>
      <BuildingProductionModifier>0</BuildingProductionModifier>
      <WonderProductionModifier>0</WonderProductionModifier>
      <CityConnectionTradeRouteModifier>0</CityConnectionTradeRouteModifier>
      <CapturePlunderModifier>0</CapturePlunderModifier>
      <PolicyCostModifier>0</PolicyCostModifier>
      <PlotCultureCostModifier>0</PlotCultureCostModifier>
      <GlobalPlotCultureCostModifier>0</GlobalPlotCultureCostModifier>
      <PlotBuyCostModifier>0</PlotBuyCostModifier>
      <GlobalPlotBuyCostModifier>0</GlobalPlotBuyCostModifier>
      <GlobalPopulationChange>0</GlobalPopulationChange>
      <TechShare>0</TechShare>
      <FreeTechs>0</FreeTechs>
      <FreePolicies>0</FreePolicies>
      <FreeGreatPeople>0</FreeGreatPeople>
      <MedianTechPercentChange>0</MedianTechPercentChange>
      <Gold>0</Gold>
      <AllowsRangeStrike>0</AllowsRangeStrike>
      <Espionage>0</Espionage>
      <AllowsFoodTradeRoutes>0</AllowsFoodTradeRoutes>
      <AllowsProductionTradeRoutes>0</AllowsProductionTradeRoutes>
      <Defense>0</Defense>
      <ExtraCityHitPoints>0</ExtraCityHitPoints>
      <GlobalDefenseMod>0</GlobalDefenseMod>
      <MinorFriendshipChange>0</MinorFriendshipChange>
      <VictoryPoints>0</VictoryPoints>
      <ExtraMissionarySpreads>0</ExtraMissionarySpreads>
      <ReligiousPressureModifier>0</ReligiousPressureModifier>
      <EspionageModifier>0</EspionageModifier>
      <GlobalEspionageModifier>0</GlobalEspionageModifier>
      <ExtraSpies>0</ExtraSpies>
      <SpyRankChange>0</SpyRankChange>
      <InstantSpyRankChange>0</InstantSpyRankChange>
      <TradeRouteRecipientBonus>0</TradeRouteRecipientBonus>
      <TradeRouteTargetBonus>0</TradeRouteTargetBonus>
      <NumTradeRouteBonus>0</NumTradeRouteBonus>
      <LandmarksTourismPercent>0</LandmarksTourismPercent>
      <InstantMilitaryIncrease>0</InstantMilitaryIncrease>
      <GreatWorksTourismModifier>0</GreatWorksTourismModifier>
      <XBuiltTriggersIdeologyChoice>0</XBuiltTriggersIdeologyChoice>
      <TradeRouteSeaDistanceModifier>0</TradeRouteSeaDistanceModifier>
      <TradeRouteSeaGoldBonus>0</TradeRouteSeaGoldBonus>
      <TradeRouteLandDistanceModifier>0</TradeRouteLandDistanceModifier>
      <TradeRouteLandGoldBonus>0</TradeRouteLandGoldBonus>
      <GreatScientistBeakerModifier>0</GreatScientistBeakerModifier>
      <BuildingClass>BUILDINGCLASS_BANK</BuildingClass>
      <ArtDefineTag>BANK</ArtDefineTag>
      <NearbyTerrainRequired></NearbyTerrainRequired>
      <ProhibitedCityTerrain></ProhibitedCityTerrain>
      <VictoryPrereq></VictoryPrereq>
      <FreeStartEra></FreeStartEra>
      <MaxStartEra></MaxStartEra>
      <ObsoleteTech></ObsoleteTech>
      <EnhancedYieldTech></EnhancedYieldTech>
      <TechEnhancedTourism>0</TechEnhancedTourism>
      <FreeBuilding></FreeBuilding>
      <FreeBuildingThisCity></FreeBuildingThisCity>
      <FreePromotion></FreePromotion>
      <TrainedFreePromotion></TrainedFreePromotion>
      <FreePromotionRemoved></FreePromotionRemoved>
      <ReplacementBuildingClass></ReplacementBuildingClass>
      <PrereqTech>TECH_BANKING</PrereqTech>
      <PolicyBranchType></PolicyBranchType>
      <SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
      <SpecialistCount>1</SpecialistCount>
      <GreatWorkSlotType></GreatWorkSlotType>
      <FreeGreatWork></FreeGreatWork>
      <GreatWorkCount>1</GreatWorkCount>
      <SpecialistExtraCulture>0</SpecialistExtraCulture>
      <GreatPeopleRateChange>0</GreatPeopleRateChange>
      <ExtraLeagueVotes>0</ExtraLeagueVotes>
      <CityWall>0</CityWall>
      <DisplayPosition>0</DisplayPosition>
      <PortraitIndex>3</PortraitIndex>
      <WonderSplashImage></WonderSplashImage>
      <WonderSplashAnchor>R,T</WonderSplashAnchor>
      <WonderSplashAudio></WonderSplashAudio>
	  <PortraitIndex>3</PortraitIndex>
      <IconAtlas>CHING_ICON_ATLAS</IconAtlas>
      <ArtInfoCulturalVariation>0</ArtInfoCulturalVariation>
      <ArtInfoEraVariation>0</ArtInfoEraVariation>
      <ArtInfoRandomVariation>0</ArtInfoRandomVariation>
    </Row>
  </Buildings>

  <!-- Building_AreaYieldModifiers -->
  <!-- Building_BuildingClassHappiness -->
  <!-- Building_BuildingClassYieldChanges -->
  <Building_ClassesNeededInCity>
    <Row>
      <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
      <BuildingClassType>BUILDINGCLASS_MARKET</BuildingClassType>
    </Row>
  </Building_ClassesNeededInCity>
  <!-- Building_FreeUnits -->
  <!-- Building_DomainFreeExperiences -->
  <!-- Building_DomainFreeExperiencePerGreatWork -->
  <!-- Building_DomainProductionModifiers -->
  <!-- Building_FreeSpecialistCounts -->
  <Building_Flavors>
    <Row>
      <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
      <FlavorType>FLAVOR_CULTURE</FlavorType>
      <Flavor>70</Flavor>
    </Row>
    <Row>
	  <BuildingType>BUILDING_BANK</BuildingType>
	  <FlavorType>FLAVOR_GOLD</FlavorType>
	  <Flavor>70</Flavor>
	</Row>
    <Row>
      <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
      <FlavorType>FLAVOR_GROWTH</FlavorType>
      <Flavor>40</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
      <FlavorType>FLAVOR_GREAT_PEOPLE</FlavorType>
      <Flavor>2</Flavor>
    </Row>
  </Building_Flavors>
  <!-- Building_GlobalYieldModifiers -->
  <!-- Building_HurryModifiers -->
  <!-- Building_LocalResourceAnds -->
  <!-- Building_LocalResourceOrs -->
  <!-- Building_LockedBuildingClasses -->
  <!-- Building_PrereqBuildingClasses -->
  <!-- Building_ResourceQuantity -->
  <!-- Building_ResourceQuantityRequirements -->
  <!-- Building_ResourceYieldModifiers -->
  <!-- Building_ResourceCultureChanges -->
  <!-- Building_ResourceFaithChanges -->
  <!-- Building_RiverPlotYieldChanges -->
  <!-- Building_SeaPlotYieldChanges -->
  <!-- Building_LakePlotYieldChanges -->
  <!-- Building_SeaResourceYieldChanges -->
  <!-- Building_ResourceYieldChanges -->
  <!-- Building_FeatureYieldChanges -->
  <!-- Building_TerrainYieldChanges -->
  <!-- Building_SpecialistYieldChanges -->
  <!-- Building_UnitCombatFreeExperiences -->
  <!-- Building_UnitCombatProductionModifiers -->
  <!-- Building_TechAndPrereqs -->
  <Building_YieldModifiers>
    <Row>
	  <BuildingType>BUILDING_BANK</BuildingType>
	  <YieldType>YIELD_GOLD</YieldType>
	  <Yield>25</Yield>
    </Row>
	<Row>
	  <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
	  <YieldType>YIELD_CULTURE</YieldType>
	  <Yield>10</Yield>
    </Row>
	<Row>
	  <BuildingType>BUILDING_GAMBLING_HOUSE</BuildingType>
	  <YieldType>YIELD_FOOD</YieldType>
	  <Yield>10</Yield>
	</Row>
  </Building_YieldModifiers>
  <!-- Building_YieldChangesPerReligion -->
  <!-- Building_TechEnhancedYieldChanges -->
  <!-- Building_YieldModifiers -->
  <!-- Building_ThemingBonuses -->

  <Language_en_US>
    <Row Tag="TXT_KEY_BUILDING_GAMBLING_HOUSE">
      <Text>Gambling House</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_BUILDINGS_GAMBLING_HOUSE_TEXT">
      <Text>Set up by Ching Shih after her retirement, these gambling houses were an immense source of wealth. They also served as places where the city's prostitutes and elite would gather.</Text>
    </Row>
    <Row Tag="TXT_KEY_BUILDING_GAMBLING_HOUSE_STRATEGY">
      <Text>The Gambling House is a Renaissance-era building unique to the Red Fleet Pirates, replacing the Bank. In addition to increasing gold output, it increases the city's [ICON_CULTURE] and [ICON_FOOD] by 10%.</Text>
    </Row>
  </Language_en_US>
</GameData>
 
Enable Logging and attach your full mod, that way it's a lot easier to help. :)

P.s. Your code is massive, since you defined every tag, even if the value of that tag is the same as the default value.
Your code, for example, contains '<Requirements></Requirements>' and '<NeverCapture>0</NeverCapture>'. The first is not necessary since you don't define anything, (and are thus using the default value). It's not necessary to define <NeverCapture> as 0 either, since 0 (or false), is its default value. (Default values are used when a tag is not specifically defined. This makes codes a lot shorter, way easier to debug, makes it less likely to overlook dumb mistakes, and looks a lot prettier ;))
 
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